Gamified digipuzzle-based instruction to support early reading development in elementary learners

Tri Handayani, Evi Chamalah, Rida Fironika Kusumadewi, Desiani N Muliasari, Endah Silawati

Abstract


Reading is a foundational competency in early-grade education; however, many students experience delays in developing basic decoding and comprehension skills. This study aims to examine the effect of gamified learning using the Digipuzzle application on the reading skills of first-grade students at SDN Sukajaya 2. A quantitative one-group pretest–posttest design was employed involving 25 students. Reading performance was measured using a structured assessment administered before and after the intervention. The results indicate that the mean pretest score increased from 50.12 to 75.76 in the posttest. Statistical analysis using a paired-sample t-test confirmed a significant difference between the two measurements (p = 0.000 < 0.05). The gain analysis produced an average N-gain score of 0.486, indicating a moderate level of improvement. These findings demonstrate that integrating gamification through Digipuzzle is associated with measurable gains in early reading performance. This study provides empirical evidence supporting the use of game-based digital media as an instructional strategy to enhance foundational literacy skills in primary education.

Keywords


digipuzzle, elementary education, gamification, reading skills

Full Text:

PDF

References


Ain, R. N., & Ain, S. Q. (2024). Kesulitan Membaca Permulaan Siswa Kelas 1 Sekolah Dasar. Jurnal Kependidikan, 13(1), 1029–1036. https://jurnaldidaktika.org. https://doi.org/10.58230/27454312.547

Encep, A., Rokmanah Siti, & Nuralyanti Puri. (2023). Revitalisasi Pembelajaran: Solusi Terhadap Rendahnya MinatBelajar Peserta Didik Kelas V Sdn Sumber Agung. Jurnal Ilmiah PGSD FKIP Universitas Mandiri, 09(05), 2406–2418. https://journal.stkipsubang.ac.id/index.php/didaktik/article/view/2207. https://doi.org/10.36989/didaktik.v9i5.2207

Bashith, A. (2025). Gamifikasi sebagai Strategi Efektif dalam Meningkatkan Pemahaman Siswa dalam Pendidikan Agama Islam. 6, 119–133. https://doi.org/10.21154/maalim.v6i1.10948

Baharizqi, S. L., Iskandar, S., Kurniawan, D. T. (2023). Optimalisasi Penerapan Model Pembelajaran Berbasis Permainan dalam Pembelajaran Abad 21 di Sekolah Dasar Saat ini kita sedang berada di era Ilmu pengetahuan dan teknologi selalu mengalami perkembangan teknologi dalam upaya peningkatan mutu pendidikan , kh. 8, 9–16. https://doi.org/https://doi.org/10.33222/jlp.v8i1.2504

Crompton, H., & Sykora, C. (2021). Developing instructional technology standards for educators: A design-based research study. Computers and Education Open, 2, 100044. https://doi.org/10.1016/j.caeo.2021.100044

Daruhadi, G. (2024). Pengumpulan Data Penelitian. 3(5), 5423–5443. https://doi.org/https://doi.org/10.56799/jceki.v3i5.5181

Fauzan, R. (2024). Pengaruh Program Gamifikasi dalam Pengembangan Kompetensi Karyawan : Pendekatan Inovatif untuk Meningkatkan Motivasi dan Retensi Talenta di Organisasi. 9(3), 425–442. https://doi.org/10.36787/jsm

Harahap, D. G. S., Nasution, F., Nst, E. S., & Sormin, S. A. (2022). Analisis Kemampuan Literasi Siswa Sekolah Dasar. Jurnal Basicedu, 6(2), 2089–2098. https://doi.org/10.31004/basicedu.v6i2.2400

Hong, Y., Saab, N., & Admiraal, W. (2024). Computers & Education Approaches and game elements used to tailor digital gamification for learning : A systematic literature review. Computers & Education, 212(May 2023), 105000. https://doi.org/10.1016/j.compedu.2024.105000

Ismiyanti, Y., Cahyaningtyas, A. P., & Wibowo, R. A. (2025). Digital comic of Indonesia ’ s historical heritage for 5th-grade students : a study of cognitive learning outcomes. XII(2), 215–226. https://doi.org/10.30659/pendas.12.2.215-227.

Krath, J., Schürmann, L., & Korflesch, H. F. O. Von. (2021). Computers in Human Behavior Revealing the theoretical basis of gamification : A systematic review and analysis of theory in research on gamification , serious games and. Computers in Human Behavior, 125(July), 106963. https://doi.org/10.1016/j.chb.2021.106963

Malik, A., Ababil, S., Abidin, Z., & Fawait, A. (2025). IJoEd : Indonesian Journal on Education Penerapan Gamifikasi dalam Pembelajaran Pendidikan Islam untuk Meningkatkan Motivasi dan Hasil Belajar Siswa Application of Gamification in Islamic Education Learning to Increase Student Motivation and Learning Outc. 1(4), 316–322. https://doi.org/10.70437/xzfp3h16

Kian, T. W., Sunar, M. S., & Su, G. E. (2022). The analysis of intrinsic game elements for undergraduates gamified platform based on learner type. Ieee Access, 10, 120659-120679. https://doi.org/10.1109/ACCESS.2022.3218625

Mislia. (2025). Implementasi Gamifikasi dalam Pembelajaran untuk Meningkatkan Motivasi Siswa. 6, 461–470. https://doi.org/https://doi.org/10.47827/jer.v6i1.547

Naaman, A., Narmin, S., Noori, M., & Ozdamli, F. (2022). Gamification Applications in E ‑ learning : A Literature Review. Technology, Knowledge and Learning, 27(1), 139–159. https://doi.org/10.1007/s10758-020-09487-x

Putri, D. K., Zainovi, P. S., & Hanip, S. A. (2024). Building 21 st -century skills through the recent behavioral learning for students outcome. XI(2), 284–298. https://doi.org/10.30659/pendas.11.2.284-298

Putri, V. N. (2025). Jenis, Karakteristik, Pengaruh, dan Tantangan Penggunaan Sumber Belajar pada Pembelajaran Tematik SD. 16(1), 177–192. https://doi.org/https://doi.org/10.36841/pgsdunars.v16i1.7258

Saufi, S. (2025). From Traditional Classrooms to Digital Learning: Exploring Research Trends in Contemporary E-Learning Challenges Education. SunText Review of Arts & Social Sciences, 6(1), 186. https://doi.org/10.51737/2766-4600.2025.086

Sabri, Z., Fakhri, Y., & Moumen, A. (2022). The effects of gamification on E-learning education: Systematic literature review and conceptual model. Statistics, Optimization & Information Computing, 10(1), 75-92. https://doi.org/10.19139/soic-2310-5070-1115

Shao, J., Abdul Rabu, S. N., & Chen, C. (2025). The impact of gamified interactive e-books incorporating metacognitive reading strategies on Chinese elementary students’ mathematical reading comprehension, word problem-solving performance, and general reading motivation. Education and Information Technologies, 1-37. https://doi.org/10.1007/s10639-025-13660-z

Zahara, R., Gihari Eko Prasetyo, & Dwi Mirza Yanti. (2021). Kajian Literatur : Gamifikasi di Pendidikan Dasar. SOKO GURU: Jurnal Ilmu Pendidikan, 1(1), 76–87. https://doi.org/10.55606/sokoguru.v1i1.1783

Saleem, A. N., Noori, N. M., & Ozdamli, F. (2022). Gamification Applications in E-learning: A Literature Review. Technology, Knowledge and Learning, 27(1), 139–159. https://doi.org/10.1007/s10758-020-09487-x

Syaflin, S.L. (2022). Pengembangan Multimedia Interaktif Berbasis Macromedia Flash Pada Materi Ipa Sekolah Dasar. Jurnal Cakrawala Pendas, 8(4), 1516–1525. https://doi.org/10.31949/jcp.v8i4.3003

Tahsinia, J., Musyadad, V. F., Supriatna, A., Gosiah, N., & Indonesia, P. B. (2022). Upaya Meningkatkan Kemampuan Membaca Siswa Dengan Menggunakan Media Flash Card Pada Mata Pelajaran Bahasa Indonesia Di Kelas Iii SDN. 85–96. https://doi.org/10.57171/jt.v2i1.279

Tohet, M., & Alfaini, F. Z. (2023). Pembelajaran Hybrid: Integrasi Pembelajaran Berbasis Teknologi Dengan Konvensional Untuk Meningkatkan Motivasi Belajar. https://dx.doi.org/10.24127/att.v7i2.3005




DOI: http://dx.doi.org/10.30659/pendas.13.1.50-56

Refbacks

  • There are currently no refbacks.


Copyright (c) 2026 Jurnal Ilmiah Pendidikan Dasar

Creative Commons License
This work is licensed under a Creative Commons - Attribution-NonCommercial-ShareAlike 4.0 International License.

Jurnal Ilmiah Pendidikan Dasar is published by Elementary School Teacher Education (PGSD), Faculty of Teacher Training and Education (FKIP), Universitas Islam Sultan Agung, in collaboration with Asosiasi Doktor Pendidikan Dasar Indonesia.

Contact us: FKIP Unissula Jl. Raya Kaligawe Km.4 Terboyo Kulon, Genuk, Semarang 50112. Email: jurnalpendas@unissula.ac.id